wined3d: Pass the ps_compile_args structures to the shader generation code.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobf308c403583420bb22dee23ed7b7b8783d24e91a
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
135 void *key;
136 void *value;
137 unsigned int hash;
138 struct list entry;
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
149 unsigned int count;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
160 /* Device caps */
161 #define MAX_PALETTES 65536
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
169 #define MAX_LEVELS 256
171 #define MAX_CONST_I 16
172 #define MAX_CONST_B 16
174 /* Used for CreateStateBlock */
175 #define NUM_SAVEDPIXELSTATES_R 35
176 #define NUM_SAVEDPIXELSTATES_T 18
177 #define NUM_SAVEDPIXELSTATES_S 12
178 #define NUM_SAVEDVERTEXSTATES_R 34
179 #define NUM_SAVEDVERTEXSTATES_T 2
180 #define NUM_SAVEDVERTEXSTATES_S 1
182 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
183 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
184 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
185 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
186 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
187 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189 typedef enum _WINELOOKUP {
190 WINELOOKUP_WARPPARAM = 0,
191 MAX_LOOKUPS = 1
192 } WINELOOKUP;
194 extern const int minLookup[MAX_LOOKUPS];
195 extern const int maxLookup[MAX_LOOKUPS];
196 extern DWORD *stateLookup[MAX_LOOKUPS];
198 struct min_lookup
200 GLenum mip[WINED3DTEXF_LINEAR + 1];
203 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
204 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
205 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
206 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208 extern const struct filter_lookup filter_lookup_nofilter;
209 extern struct filter_lookup filter_lookup;
211 void init_type_lookup(WineD3D_GL_Info *gl_info);
212 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
213 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
214 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
215 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
216 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220 * to standard C floats and vice versa. They do not depend on the encoding
221 * of the C float, so they are platform independent, but slow. On x86 and
222 * other IEEE 754 compliant platforms the conversion can be accelerated by
223 * bit shifting the exponent and mantissa. There are also some SSE-based
224 * assembly routines out there.
226 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228 static inline float float_16_to_32(const unsigned short *in) {
229 const unsigned short s = ((*in) & 0x8000);
230 const unsigned short e = ((*in) & 0x7C00) >> 10;
231 const unsigned short m = (*in) & 0x3FF;
232 const float sgn = (s ? -1.0 : 1.0);
234 if(e == 0) {
235 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
236 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
237 } else if(e < 31) {
238 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
239 } else {
240 if(m == 0) return sgn / 0.0; /* +INF / -INF */
241 else return 0.0 / 0.0; /* NAN */
246 * Settings
248 #define VS_NONE 0
249 #define VS_HW 1
251 #define PS_NONE 0
252 #define PS_HW 1
254 #define VBO_NONE 0
255 #define VBO_HW 1
257 #define NP2_NONE 0
258 #define NP2_REPACK 1
259 #define NP2_NATIVE 2
261 #define ORM_BACKBUFFER 0
262 #define ORM_PBUFFER 1
263 #define ORM_FBO 2
265 #define SHADER_ARB 1
266 #define SHADER_GLSL 2
267 #define SHADER_ATI 3
268 #define SHADER_NONE 4
270 #define RTL_DISABLE -1
271 #define RTL_AUTO 0
272 #define RTL_READDRAW 1
273 #define RTL_READTEX 2
274 #define RTL_TEXDRAW 3
275 #define RTL_TEXTEX 4
277 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
280 /* NOTE: When adding fields to this structure, make sure to update the default
281 * values in wined3d_main.c as well. */
282 typedef struct wined3d_settings_s {
283 /* vertex and pixel shader modes */
284 int vs_mode;
285 int ps_mode;
286 int vbo_mode;
287 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
288 we should use it. However, until it's fully implemented, we'll leave it as a registry
289 setting for developers. */
290 BOOL glslRequested;
291 int offscreen_rendering_mode;
292 int rendertargetlock_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting */
296 unsigned int emulated_textureram;
297 char *logo;
298 int allow_multisampling;
299 } wined3d_settings_t;
301 extern wined3d_settings_t wined3d_settings;
303 /* Shader backends */
304 struct SHADER_OPCODE_ARG;
306 #define SHADER_PGMSIZE 65535
307 typedef struct SHADER_BUFFER {
308 char* buffer;
309 unsigned int bsize;
310 unsigned int lineNo;
311 BOOL newline;
312 } SHADER_BUFFER;
314 enum WINED3D_SHADER_INSTRUCTION_HANDLER
316 WINED3DSIH_ABS,
317 WINED3DSIH_ADD,
318 WINED3DSIH_BEM,
319 WINED3DSIH_BREAK,
320 WINED3DSIH_BREAKC,
321 WINED3DSIH_BREAKP,
322 WINED3DSIH_CALL,
323 WINED3DSIH_CALLNZ,
324 WINED3DSIH_CMP,
325 WINED3DSIH_CND,
326 WINED3DSIH_CRS,
327 WINED3DSIH_DCL,
328 WINED3DSIH_DEF,
329 WINED3DSIH_DEFB,
330 WINED3DSIH_DEFI,
331 WINED3DSIH_DP2ADD,
332 WINED3DSIH_DP3,
333 WINED3DSIH_DP4,
334 WINED3DSIH_DST,
335 WINED3DSIH_DSX,
336 WINED3DSIH_DSY,
337 WINED3DSIH_ELSE,
338 WINED3DSIH_ENDIF,
339 WINED3DSIH_ENDLOOP,
340 WINED3DSIH_ENDREP,
341 WINED3DSIH_EXP,
342 WINED3DSIH_EXPP,
343 WINED3DSIH_FRC,
344 WINED3DSIH_IF,
345 WINED3DSIH_IFC,
346 WINED3DSIH_LABEL,
347 WINED3DSIH_LIT,
348 WINED3DSIH_LOG,
349 WINED3DSIH_LOGP,
350 WINED3DSIH_LOOP,
351 WINED3DSIH_LRP,
352 WINED3DSIH_M3x2,
353 WINED3DSIH_M3x3,
354 WINED3DSIH_M3x4,
355 WINED3DSIH_M4x3,
356 WINED3DSIH_M4x4,
357 WINED3DSIH_MAD,
358 WINED3DSIH_MAX,
359 WINED3DSIH_MIN,
360 WINED3DSIH_MOV,
361 WINED3DSIH_MOVA,
362 WINED3DSIH_MUL,
363 WINED3DSIH_NOP,
364 WINED3DSIH_NRM,
365 WINED3DSIH_PHASE,
366 WINED3DSIH_POW,
367 WINED3DSIH_RCP,
368 WINED3DSIH_REP,
369 WINED3DSIH_RET,
370 WINED3DSIH_RSQ,
371 WINED3DSIH_SETP,
372 WINED3DSIH_SGE,
373 WINED3DSIH_SGN,
374 WINED3DSIH_SINCOS,
375 WINED3DSIH_SLT,
376 WINED3DSIH_SUB,
377 WINED3DSIH_TEX,
378 WINED3DSIH_TEXBEM,
379 WINED3DSIH_TEXBEML,
380 WINED3DSIH_TEXCOORD,
381 WINED3DSIH_TEXDEPTH,
382 WINED3DSIH_TEXDP3,
383 WINED3DSIH_TEXDP3TEX,
384 WINED3DSIH_TEXKILL,
385 WINED3DSIH_TEXLDD,
386 WINED3DSIH_TEXLDL,
387 WINED3DSIH_TEXM3x2DEPTH,
388 WINED3DSIH_TEXM3x2PAD,
389 WINED3DSIH_TEXM3x2TEX,
390 WINED3DSIH_TEXM3x3,
391 WINED3DSIH_TEXM3x3DIFF,
392 WINED3DSIH_TEXM3x3PAD,
393 WINED3DSIH_TEXM3x3SPEC,
394 WINED3DSIH_TEXM3x3TEX,
395 WINED3DSIH_TEXM3x3VSPEC,
396 WINED3DSIH_TEXREG2AR,
397 WINED3DSIH_TEXREG2GB,
398 WINED3DSIH_TEXREG2RGB,
399 WINED3DSIH_TABLE_SIZE
402 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
404 struct shader_caps {
405 DWORD VertexShaderVersion;
406 DWORD MaxVertexShaderConst;
408 DWORD PixelShaderVersion;
409 float PixelShader1xMaxValue;
411 WINED3DVSHADERCAPS2_0 VS20Caps;
412 WINED3DPSHADERCAPS2_0 PS20Caps;
414 DWORD MaxVShaderInstructionsExecuted;
415 DWORD MaxPShaderInstructionsExecuted;
416 DWORD MaxVertexShader30InstructionSlots;
417 DWORD MaxPixelShader30InstructionSlots;
420 enum tex_types
422 tex_1d = 0,
423 tex_2d = 1,
424 tex_3d = 2,
425 tex_cube = 3,
426 tex_rect = 4,
427 tex_type_count = 5,
430 enum vertexprocessing_mode {
431 fixedfunction,
432 vertexshader,
433 pretransformed
436 struct stb_const_desc {
437 char texunit;
438 UINT const_num;
441 /* Stateblock dependent parameters which have to be hardcoded
442 * into the shader code
444 struct ps_compile_args {
445 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
446 BOOL srgb_correction;
447 enum vertexprocessing_mode vp_mode;
448 /* Projected textures(ps 1.0-1.3) */
449 /* Texture types(2D, Cube, 3D) in ps 1.x */
452 typedef struct {
453 const SHADER_HANDLER *shader_instruction_handler_table;
454 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
455 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
456 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
457 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
458 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
459 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
460 void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
461 void (*shader_destroy)(IWineD3DBaseShader *iface);
462 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
463 void (*shader_free_private)(IWineD3DDevice *iface);
464 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
465 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
466 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
467 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
468 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
469 } shader_backend_t;
471 extern const shader_backend_t glsl_shader_backend;
472 extern const shader_backend_t arb_program_shader_backend;
473 extern const shader_backend_t none_shader_backend;
475 /* X11 locking */
477 extern void (*wine_tsx11_lock_ptr)(void);
478 extern void (*wine_tsx11_unlock_ptr)(void);
480 /* As GLX relies on X, this is needed */
481 extern int num_lock;
483 #if 0
484 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
485 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
486 #else
487 #define ENTER_GL() wine_tsx11_lock_ptr()
488 #define LEAVE_GL() wine_tsx11_unlock_ptr()
489 #endif
491 /*****************************************************************************
492 * Defines
495 /* GL related defines */
496 /* ------------------ */
497 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
498 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
499 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
500 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
502 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
503 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
504 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
505 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
507 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
508 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
509 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
510 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
512 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
513 (vec)[0] = D3DCOLOR_R(dw); \
514 (vec)[1] = D3DCOLOR_G(dw); \
515 (vec)[2] = D3DCOLOR_B(dw); \
516 (vec)[3] = D3DCOLOR_A(dw); \
517 } while(0)
519 /* DirectX Device Limits */
520 /* --------------------- */
521 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
523 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
524 See MaxStreams in MSDN under GetDeviceCaps */
525 /* Maximum number of constants provided to the shaders */
526 #define HIGHEST_TRANSFORMSTATE 512
527 /* Highest value in WINED3DTRANSFORMSTATETYPE */
529 /* Checking of API calls */
530 /* --------------------- */
531 #ifndef WINE_NO_DEBUG_MSGS
532 #define checkGLcall(A) \
533 do { \
534 GLint err = glGetError(); \
535 if (err == GL_NO_ERROR) { \
536 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
538 } else do { \
539 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
540 debug_glerror(err), err, A, __FILE__, __LINE__); \
541 err = glGetError(); \
542 } while (err != GL_NO_ERROR); \
543 } while(0)
544 #else
545 #define checkGLcall(A) do {} while(0)
546 #endif
548 /* Trace routines / diagnostics */
549 /* ---------------------------- */
551 /* Dump out a matrix and copy it */
552 #define conv_mat(mat,gl_mat) \
553 do { \
554 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
555 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
556 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
557 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
558 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
559 } while (0)
561 /* Macro to dump out the current state of the light chain */
562 #define DUMP_LIGHT_CHAIN() \
563 do { \
564 PLIGHTINFOEL *el = This->stateBlock->lights;\
565 while (el) { \
566 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
567 el = el->next; \
569 } while(0)
571 /* Trace vector and strided data information */
572 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
573 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
574 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
576 /* Defines used for optimizations */
578 /* Only reapply what is necessary */
579 #define REAPPLY_ALPHAOP 0x0001
580 #define REAPPLY_ALL 0xFFFF
582 /* Advance declaration of structures to satisfy compiler */
583 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
584 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
585 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
586 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
588 /* Global variables */
589 extern const float identity[16];
591 /*****************************************************************************
592 * Compilable extra diagnostics
595 /* Trace information per-vertex: (extremely high amount of trace) */
596 #if 0 /* NOTE: Must be 0 in cvs */
597 # define VTRACE(A) TRACE A
598 #else
599 # define VTRACE(A)
600 #endif
602 /* TODO: Confirm each of these works when wined3d move completed */
603 #if 0 /* NOTE: Must be 0 in cvs */
604 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
605 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
606 is enabled, and if it doesn't exist it is disabled. */
607 # define FRAME_DEBUGGING
608 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
609 the file is deleted */
610 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
611 # define SINGLE_FRAME_DEBUGGING
612 # endif
613 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
614 It can only be enabled when FRAME_DEBUGGING is also enabled
615 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
616 array is drawn. */
617 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
618 # define SHOW_FRAME_MAKEUP 1
619 # endif
620 /* The following, when enabled, lets you see the makeup of the all the textures used during each
621 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
622 The contents of the textures assigned to each stage are written into
623 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
624 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
625 # define SHOW_TEXTURE_MAKEUP 0
626 # endif
627 extern BOOL isOn;
628 extern BOOL isDumpingFrames;
629 extern LONG primCounter;
630 #endif
632 /*****************************************************************************
633 * Prototypes
636 /* Routine common to the draw primitive and draw indexed primitive routines */
637 void drawPrimitive(IWineD3DDevice *iface,
638 int PrimitiveType,
639 long NumPrimitives,
640 /* for Indexed: */
641 long StartVertexIndex,
642 UINT numberOfVertices,
643 long StartIdx,
644 short idxBytes,
645 const void *idxData,
646 int minIndex);
648 void primitiveDeclarationConvertToStridedData(
649 IWineD3DDevice *iface,
650 BOOL useVertexShaderFunction,
651 WineDirect3DVertexStridedData *strided,
652 BOOL *fixup);
654 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
656 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
657 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
658 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
659 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
660 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
661 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
662 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
664 #define eps 1e-8
666 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
667 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
669 /* Routines and structures related to state management */
670 typedef struct WineD3DContext WineD3DContext;
671 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
673 #define STATE_RENDER(a) (a)
674 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
676 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
677 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
679 /* + 1 because samplers start with 0 */
680 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
681 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
683 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
684 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
686 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
687 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
689 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
690 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
691 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
692 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
694 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
695 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
697 #define STATE_VSHADER (STATE_VDECL + 1)
698 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
700 #define STATE_VIEWPORT (STATE_VSHADER + 1)
701 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
703 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
704 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
705 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
706 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
708 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
709 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
711 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
712 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
714 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
715 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
717 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
719 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
721 #define STATE_HIGHEST (STATE_FRONTFACE)
723 struct StateEntry
725 DWORD representative;
726 APPLYSTATEFUNC apply;
729 struct StateEntryTemplate
731 DWORD state;
732 struct StateEntry content;
733 GL_SupportedExt extension;
736 struct fragment_caps {
737 DWORD PrimitiveMiscCaps;
739 DWORD TextureOpCaps;
740 DWORD MaxTextureBlendStages;
741 DWORD MaxSimultaneousTextures;
744 struct fragment_pipeline {
745 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
746 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
747 HRESULT (*alloc_private)(IWineD3DDevice *iface);
748 void (*free_private)(IWineD3DDevice *iface);
749 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
750 const struct StateEntryTemplate *states;
751 BOOL ffp_proj_control;
754 extern const struct StateEntryTemplate misc_state_template[];
755 extern const struct StateEntryTemplate ffp_vertexstate_template[];
756 extern const struct fragment_pipeline ffp_fragment_pipeline;
757 extern const struct fragment_pipeline atifs_fragment_pipeline;
758 extern const struct fragment_pipeline arbfp_fragment_pipeline;
759 extern const struct fragment_pipeline nvts_fragment_pipeline;
760 extern const struct fragment_pipeline nvrc_fragment_pipeline;
762 /* "Base" state table */
763 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
764 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
765 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
767 /* Shaders for color conversions in blits */
768 struct blit_shader {
769 HRESULT (*alloc_private)(IWineD3DDevice *iface);
770 void (*free_private)(IWineD3DDevice *iface);
771 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
772 void (*unset_shader)(IWineD3DDevice *iface);
773 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
776 extern const struct blit_shader ffp_blit;
777 extern const struct blit_shader arbfp_blit;
779 /* The new context manager that should deal with onscreen and offscreen rendering */
780 struct WineD3DContext {
781 /* State dirtification
782 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
783 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
784 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
785 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
787 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
788 DWORD numDirtyEntries;
789 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
791 IWineD3DSurface *surface;
792 DWORD tid; /* Thread ID which owns this context at the moment */
794 /* Stores some information about the context state for optimization */
795 BOOL draw_buffer_dirty;
796 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
797 BOOL last_was_pshader;
798 BOOL last_was_vshader;
799 BOOL last_was_foggy_shader;
800 BOOL namedArraysLoaded, numberedArraysLoaded;
801 DWORD numbered_array_mask;
802 BOOL lastWasPow2Texture[MAX_TEXTURES];
803 GLenum tracking_parm; /* Which source is tracking current colour */
804 unsigned char num_untracked_materials;
805 GLenum untracked_materials[2];
806 BOOL last_was_blit, last_was_ckey;
807 UINT blit_w, blit_h;
808 char texShaderBumpMap;
809 BOOL fog_coord;
811 char *vshader_const_dirty, *pshader_const_dirty;
813 /* The actual opengl context */
814 HGLRC glCtx;
815 HWND win_handle;
816 HDC hdc;
817 HPBUFFERARB pbuffer;
818 BOOL isPBuffer;
819 GLint aux_buffers;
821 /* FBOs */
822 struct list fbo_list;
823 struct fbo_entry *current_fbo;
824 GLuint src_fbo;
825 GLuint dst_fbo;
827 /* Extension emulation */
828 BOOL fog_enabled;
829 GLint gl_fog_source;
830 GLfloat fog_coord_value;
831 GLfloat color[4], fogstart, fogend, fogcolor[4];
834 typedef enum ContextUsage {
835 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
836 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
837 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
838 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
839 } ContextUsage;
841 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
842 WineD3DContext *getActiveContext(void);
843 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
844 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
845 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
846 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
847 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
848 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
850 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
851 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
853 /* Macros for doing basic GPU detection based on opengl capabilities */
854 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
855 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
856 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
857 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
859 /* Default callbacks for implicit object destruction */
860 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
862 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
864 /*****************************************************************************
865 * Internal representation of a light
867 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
868 struct PLIGHTINFOEL {
869 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
870 DWORD OriginalIndex;
871 LONG glIndex;
872 BOOL changed;
873 BOOL enabledChanged;
874 BOOL enabled;
876 /* Converted parms to speed up swapping lights */
877 float lightPosn[4];
878 float lightDirn[4];
879 float exponent;
880 float cutoff;
882 struct list entry;
885 /* The default light parameters */
886 extern const WINED3DLIGHT WINED3D_default_light;
888 typedef struct WineD3D_PixelFormat
890 int iPixelFormat; /* WGL pixel format */
891 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
892 int redSize, greenSize, blueSize, alphaSize;
893 int depthSize, stencilSize;
894 BOOL windowDrawable;
895 BOOL pbufferDrawable;
896 BOOL doubleBuffer;
897 int auxBuffers;
898 int numSamples;
899 } WineD3D_PixelFormat;
901 /* The adapter structure */
902 struct WineD3DAdapter
904 UINT num;
905 BOOL opengl;
906 POINT monitorPoint;
907 WineD3D_GL_Info gl_info;
908 const char *driver;
909 const char *description;
910 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
911 int nCfgs;
912 WineD3D_PixelFormat *cfgs;
913 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
914 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
915 unsigned int UsedTextureRam;
918 extern BOOL InitAdapters(void);
919 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
920 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
921 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
923 /*****************************************************************************
924 * High order patch management
926 struct WineD3DRectPatch
928 UINT Handle;
929 float *mem;
930 WineDirect3DVertexStridedData strided;
931 WINED3DRECTPATCH_INFO RectPatchInfo;
932 float numSegs[4];
933 char has_normals, has_texcoords;
934 struct list entry;
937 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
939 enum projection_types
941 proj_none = 0,
942 proj_count3 = 1,
943 proj_count4 = 2
946 enum dst_arg
948 resultreg = 0,
949 tempreg = 1
952 /*****************************************************************************
953 * Fixed function pipeline replacements
955 #define ARG_UNUSED 0xff
956 struct texture_stage_op
958 unsigned cop : 8;
959 unsigned carg1 : 8;
960 unsigned carg2 : 8;
961 unsigned carg0 : 8;
963 unsigned aop : 8;
964 unsigned aarg1 : 8;
965 unsigned aarg2 : 8;
966 unsigned aarg0 : 8;
968 struct color_fixup_desc color_fixup;
969 unsigned tex_type : 3;
970 unsigned dst : 1;
971 unsigned projected : 2;
972 unsigned padding : 10;
975 struct ffp_frag_settings {
976 struct texture_stage_op op[MAX_TEXTURES];
977 enum {
978 FOG_OFF,
979 FOG_LINEAR,
980 FOG_EXP,
981 FOG_EXP2
982 } fog;
983 /* Use an int instead of a char to get dword alignment */
984 unsigned int sRGB_write;
987 struct ffp_frag_desc
989 struct ffp_frag_settings settings;
992 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
993 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
994 const struct ffp_frag_settings *settings);
995 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
996 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
997 unsigned int ffp_frag_program_key_hash(const void *key);
999 /*****************************************************************************
1000 * IWineD3D implementation structure
1002 typedef struct IWineD3DImpl
1004 /* IUnknown fields */
1005 const IWineD3DVtbl *lpVtbl;
1006 LONG ref; /* Note: Ref counting not required */
1008 /* WineD3D Information */
1009 IUnknown *parent;
1010 UINT dxVersion;
1011 } IWineD3DImpl;
1013 extern const IWineD3DVtbl IWineD3D_Vtbl;
1015 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1016 (since it will break quite a few things until contexts are managed properly!) */
1017 extern BOOL pbuffer_support;
1018 /* allocate one pbuffer per surface */
1019 extern BOOL pbuffer_per_surface;
1021 /* A helper function that dumps a resource list */
1022 void dumpResources(struct list *list);
1024 /*****************************************************************************
1025 * IWineD3DDevice implementation structure
1027 struct IWineD3DDeviceImpl
1029 /* IUnknown fields */
1030 const IWineD3DDeviceVtbl *lpVtbl;
1031 LONG ref; /* Note: Ref counting not required */
1033 /* WineD3D Information */
1034 IUnknown *parent;
1035 IWineD3D *wineD3D;
1036 struct WineD3DAdapter *adapter;
1038 /* Window styles to restore when switching fullscreen mode */
1039 LONG style;
1040 LONG exStyle;
1042 /* X and GL Information */
1043 GLint maxConcurrentLights;
1044 GLenum offscreenBuffer;
1046 /* Selected capabilities */
1047 int vs_selected_mode;
1048 int ps_selected_mode;
1049 const shader_backend_t *shader_backend;
1050 void *shader_priv;
1051 void *fragment_priv;
1052 void *blit_priv;
1053 struct StateEntry StateTable[STATE_HIGHEST + 1];
1054 /* Array of functions for states which are handled by more than one pipeline part */
1055 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1056 const struct fragment_pipeline *frag_pipe;
1057 const struct blit_shader *blitter;
1059 unsigned int max_ffp_textures, max_ffp_texture_stages;
1061 /* To store */
1062 BOOL view_ident; /* true iff view matrix is identity */
1063 BOOL untransformed;
1064 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
1065 #define DDRAW_PITCH_ALIGNMENT 8
1066 #define D3D8_PITCH_ALIGNMENT 4
1067 unsigned char surface_alignment; /* Line Alignment of surfaces */
1069 /* State block related */
1070 BOOL isRecordingState;
1071 IWineD3DStateBlockImpl *stateBlock;
1072 IWineD3DStateBlockImpl *updateStateBlock;
1073 BOOL isInDraw;
1075 /* Internal use fields */
1076 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1077 UINT adapterNo;
1078 WINED3DDEVTYPE devType;
1080 IWineD3DSwapChain **swapchains;
1081 UINT NumberOfSwapChains;
1083 struct list resources; /* a linked list to track resources created by the device */
1084 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1085 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1087 /* Render Target Support */
1088 IWineD3DSurface **render_targets;
1089 IWineD3DSurface *auto_depth_stencil_buffer;
1090 IWineD3DSurface *stencilBufferTarget;
1092 /* Caches to avoid unneeded context changes */
1093 IWineD3DSurface *lastActiveRenderTarget;
1094 IWineD3DSwapChain *lastActiveSwapChain;
1096 /* palettes texture management */
1097 UINT NumberOfPalettes;
1098 PALETTEENTRY **palettes;
1099 UINT currentPalette;
1100 UINT paletteConversionShader;
1102 /* For rendering to a texture using glCopyTexImage */
1103 BOOL render_offscreen;
1104 GLenum *draw_buffers;
1105 GLuint depth_blt_texture;
1106 GLuint depth_blt_rb;
1107 UINT depth_blt_rb_w;
1108 UINT depth_blt_rb_h;
1110 /* Cursor management */
1111 BOOL bCursorVisible;
1112 UINT xHotSpot;
1113 UINT yHotSpot;
1114 UINT xScreenSpace;
1115 UINT yScreenSpace;
1116 UINT cursorWidth, cursorHeight;
1117 GLuint cursorTexture;
1118 BOOL haveHardwareCursor;
1119 HCURSOR hardwareCursor;
1121 /* The Wine logo surface */
1122 IWineD3DSurface *logo_surface;
1124 /* Textures for when no other textures are mapped */
1125 UINT dummyTextureName[MAX_TEXTURES];
1127 /* Debug stream management */
1128 BOOL debug;
1130 /* Device state management */
1131 HRESULT state;
1132 BOOL d3d_initialized;
1134 /* A flag to check for proper BeginScene / EndScene call pairs */
1135 BOOL inScene;
1137 /* process vertex shaders using software or hardware */
1138 BOOL softwareVertexProcessing;
1140 /* DirectDraw stuff */
1141 DWORD ddraw_width, ddraw_height;
1142 WINED3DFORMAT ddraw_format;
1144 /* Final position fixup constant */
1145 float posFixup[4];
1147 /* With register combiners we can skip junk texture stages */
1148 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1149 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1150 BOOL fixed_function_usage_map[MAX_TEXTURES];
1152 /* Stream source management */
1153 WineDirect3DVertexStridedData strided_streams;
1154 const WineDirect3DVertexStridedData *up_strided;
1155 BOOL useDrawStridedSlow;
1156 BOOL instancedDraw;
1158 /* Context management */
1159 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1160 WineD3DContext *activeContext;
1161 DWORD lastThread;
1162 UINT numContexts;
1163 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1164 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1166 /* High level patch management */
1167 #define PATCHMAP_SIZE 43
1168 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1169 struct list patches[PATCHMAP_SIZE];
1170 struct WineD3DRectPatch *currentPatch;
1173 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1175 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1176 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1177 float Z, DWORD Stencil);
1178 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1179 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1180 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1181 DWORD idx = state >> 5;
1182 BYTE shift = state & 0x1f;
1183 return context->isStateDirty[idx] & (1 << shift);
1186 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1187 typedef struct PrivateData
1189 struct list entry;
1191 GUID tag;
1192 DWORD flags; /* DDSPD_* */
1194 union
1196 LPVOID data;
1197 LPUNKNOWN object;
1198 } ptr;
1200 DWORD size;
1201 } PrivateData;
1203 /*****************************************************************************
1204 * IWineD3DResource implementation structure
1206 typedef struct IWineD3DResourceClass
1208 /* IUnknown fields */
1209 LONG ref; /* Note: Ref counting not required */
1211 /* WineD3DResource Information */
1212 IUnknown *parent;
1213 WINED3DRESOURCETYPE resourceType;
1214 IWineD3DDeviceImpl *wineD3DDevice;
1215 WINED3DPOOL pool;
1216 UINT size;
1217 DWORD usage;
1218 WINED3DFORMAT format;
1219 DWORD priority;
1220 BYTE *allocatedMemory; /* Pointer to the real data location */
1221 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1222 struct list privateData;
1223 struct list resource_list_entry;
1225 } IWineD3DResourceClass;
1227 typedef struct IWineD3DResourceImpl
1229 /* IUnknown & WineD3DResource Information */
1230 const IWineD3DResourceVtbl *lpVtbl;
1231 IWineD3DResourceClass resource;
1232 } IWineD3DResourceImpl;
1234 void resource_cleanup(IWineD3DResource *iface);
1235 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1236 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1237 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1238 DWORD resource_get_priority(IWineD3DResource *iface);
1239 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1240 void *data, DWORD *data_size);
1241 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1242 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1243 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1244 const void *data, DWORD data_size, DWORD flags);
1246 /* Tests show that the start address of resources is 32 byte aligned */
1247 #define RESOURCE_ALIGNMENT 32
1249 /*****************************************************************************
1250 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1252 enum vbo_conversion_type {
1253 CONV_NONE = 0,
1254 CONV_D3DCOLOR = 1,
1255 CONV_POSITIONT = 2,
1256 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1258 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1259 * fixed function semantics as D3DCOLOR or FLOAT16
1263 typedef struct IWineD3DVertexBufferImpl
1265 /* IUnknown & WineD3DResource Information */
1266 const IWineD3DVertexBufferVtbl *lpVtbl;
1267 IWineD3DResourceClass resource;
1269 /* WineD3DVertexBuffer specifics */
1270 DWORD fvf;
1272 /* Vertex buffer object support */
1273 GLuint vbo;
1274 BYTE Flags;
1275 LONG bindCount;
1276 LONG vbo_size;
1277 GLenum vbo_usage;
1279 UINT dirtystart, dirtyend;
1280 LONG lockcount;
1282 LONG declChanges, draws;
1283 /* Last description of the buffer */
1284 DWORD stride; /* 0 if no conversion */
1285 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1287 /* Extra load offsets, for FLOAT16 conversion */
1288 DWORD *conv_shift; /* NULL if no shifted conversion */
1289 DWORD conv_stride; /* 0 if no shifted conversion */
1290 } IWineD3DVertexBufferImpl;
1292 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1294 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1295 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1296 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1297 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1299 /*****************************************************************************
1300 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1302 typedef struct IWineD3DIndexBufferImpl
1304 /* IUnknown & WineD3DResource Information */
1305 const IWineD3DIndexBufferVtbl *lpVtbl;
1306 IWineD3DResourceClass resource;
1308 GLuint vbo;
1309 UINT dirtystart, dirtyend;
1310 LONG lockcount;
1312 /* WineD3DVertexBuffer specifics */
1313 } IWineD3DIndexBufferImpl;
1315 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1317 /*****************************************************************************
1318 * IWineD3DBaseTexture D3D- > openGL state map lookups
1320 #define WINED3DFUNC_NOTSUPPORTED -2
1321 #define WINED3DFUNC_UNIMPLEMENTED -1
1323 typedef enum winetexturestates {
1324 WINED3DTEXSTA_ADDRESSU = 0,
1325 WINED3DTEXSTA_ADDRESSV = 1,
1326 WINED3DTEXSTA_ADDRESSW = 2,
1327 WINED3DTEXSTA_BORDERCOLOR = 3,
1328 WINED3DTEXSTA_MAGFILTER = 4,
1329 WINED3DTEXSTA_MINFILTER = 5,
1330 WINED3DTEXSTA_MIPFILTER = 6,
1331 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1332 WINED3DTEXSTA_MAXANISOTROPY = 8,
1333 WINED3DTEXSTA_SRGBTEXTURE = 9,
1334 WINED3DTEXSTA_ELEMENTINDEX = 10,
1335 WINED3DTEXSTA_DMAPOFFSET = 11,
1336 WINED3DTEXSTA_TSSADDRESSW = 12,
1337 MAX_WINETEXTURESTATES = 13,
1338 } winetexturestates;
1340 /*****************************************************************************
1341 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1343 typedef struct IWineD3DBaseTextureClass
1345 DWORD states[MAX_WINETEXTURESTATES];
1346 UINT levels;
1347 BOOL dirty;
1348 UINT textureName;
1349 float pow2Matrix[16];
1350 UINT LOD;
1351 WINED3DTEXTUREFILTERTYPE filterType;
1352 LONG bindCount;
1353 DWORD sampler;
1354 BOOL is_srgb;
1355 UINT srgb_mode_change_count;
1356 const struct min_lookup *minMipLookup;
1357 const GLenum *magLookup;
1358 struct color_fixup_desc shader_color_fixup;
1359 } IWineD3DBaseTextureClass;
1361 typedef struct IWineD3DBaseTextureImpl
1363 /* IUnknown & WineD3DResource Information */
1364 const IWineD3DBaseTextureVtbl *lpVtbl;
1365 IWineD3DResourceClass resource;
1366 IWineD3DBaseTextureClass baseTexture;
1368 } IWineD3DBaseTextureImpl;
1370 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1371 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1372 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1373 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1374 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1375 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1376 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1377 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1378 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1379 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1380 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1381 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1382 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1383 void basetexture_unload(IWineD3DBaseTexture *iface);
1385 /*****************************************************************************
1386 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1388 typedef struct IWineD3DTextureImpl
1390 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1391 const IWineD3DTextureVtbl *lpVtbl;
1392 IWineD3DResourceClass resource;
1393 IWineD3DBaseTextureClass baseTexture;
1395 /* IWineD3DTexture */
1396 IWineD3DSurface *surfaces[MAX_LEVELS];
1398 UINT width;
1399 UINT height;
1400 UINT target;
1401 BOOL cond_np2;
1403 } IWineD3DTextureImpl;
1405 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1407 /*****************************************************************************
1408 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1410 typedef struct IWineD3DCubeTextureImpl
1412 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1413 const IWineD3DCubeTextureVtbl *lpVtbl;
1414 IWineD3DResourceClass resource;
1415 IWineD3DBaseTextureClass baseTexture;
1417 /* IWineD3DCubeTexture */
1418 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1419 } IWineD3DCubeTextureImpl;
1421 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1423 typedef struct _WINED3DVOLUMET_DESC
1425 UINT Width;
1426 UINT Height;
1427 UINT Depth;
1428 } WINED3DVOLUMET_DESC;
1430 /*****************************************************************************
1431 * IWineD3DVolume implementation structure (extends IUnknown)
1433 typedef struct IWineD3DVolumeImpl
1435 /* IUnknown & WineD3DResource fields */
1436 const IWineD3DVolumeVtbl *lpVtbl;
1437 IWineD3DResourceClass resource;
1439 /* WineD3DVolume Information */
1440 WINED3DVOLUMET_DESC currentDesc;
1441 IWineD3DBase *container;
1442 UINT bytesPerPixel;
1444 BOOL lockable;
1445 BOOL locked;
1446 WINED3DBOX lockedBox;
1447 WINED3DBOX dirtyBox;
1448 BOOL dirty;
1451 } IWineD3DVolumeImpl;
1453 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1455 /*****************************************************************************
1456 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1458 typedef struct IWineD3DVolumeTextureImpl
1460 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1461 const IWineD3DVolumeTextureVtbl *lpVtbl;
1462 IWineD3DResourceClass resource;
1463 IWineD3DBaseTextureClass baseTexture;
1465 /* IWineD3DVolumeTexture */
1466 IWineD3DVolume *volumes[MAX_LEVELS];
1467 } IWineD3DVolumeTextureImpl;
1469 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1471 typedef struct _WINED3DSURFACET_DESC
1473 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1474 DWORD MultiSampleQuality;
1475 UINT Width;
1476 UINT Height;
1477 } WINED3DSURFACET_DESC;
1479 /*****************************************************************************
1480 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1482 typedef struct wineD3DSurface_DIB {
1483 HBITMAP DIBsection;
1484 void* bitmap_data;
1485 UINT bitmap_size;
1486 HGDIOBJ holdbitmap;
1487 BOOL client_memory;
1488 } wineD3DSurface_DIB;
1490 typedef struct {
1491 struct list entry;
1492 GLuint id;
1493 UINT width;
1494 UINT height;
1495 } renderbuffer_entry_t;
1497 struct fbo_entry
1499 struct list entry;
1500 IWineD3DSurface **render_targets;
1501 IWineD3DSurface *depth_stencil;
1502 BOOL attached;
1503 GLuint id;
1506 /*****************************************************************************
1507 * IWineD3DClipp implementation structure
1509 typedef struct IWineD3DClipperImpl
1511 const IWineD3DClipperVtbl *lpVtbl;
1512 LONG ref;
1514 IUnknown *Parent;
1515 HWND hWnd;
1516 } IWineD3DClipperImpl;
1519 /*****************************************************************************
1520 * IWineD3DSurface implementation structure
1522 struct IWineD3DSurfaceImpl
1524 /* IUnknown & IWineD3DResource Information */
1525 const IWineD3DSurfaceVtbl *lpVtbl;
1526 IWineD3DResourceClass resource;
1528 /* IWineD3DSurface fields */
1529 IWineD3DBase *container;
1530 WINED3DSURFACET_DESC currentDesc;
1531 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1532 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1534 UINT bytesPerPixel;
1536 /* TODO: move this off into a management class(maybe!) */
1537 DWORD Flags;
1539 UINT pow2Width;
1540 UINT pow2Height;
1541 float heightscale;
1543 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1544 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1546 /* Oversized texture */
1547 RECT glRect;
1549 /* PBO */
1550 GLuint pbo;
1552 RECT lockedRect;
1553 RECT dirtyRect;
1554 int lockCount;
1555 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1557 glDescriptor glDescription;
1558 BOOL srgb;
1560 /* For GetDC */
1561 wineD3DSurface_DIB dib;
1562 HDC hDC;
1564 /* Color keys for DDraw */
1565 WINEDDCOLORKEY DestBltCKey;
1566 WINEDDCOLORKEY DestOverlayCKey;
1567 WINEDDCOLORKEY SrcOverlayCKey;
1568 WINEDDCOLORKEY SrcBltCKey;
1569 DWORD CKeyFlags;
1571 WINEDDCOLORKEY glCKey;
1573 struct list renderbuffers;
1574 renderbuffer_entry_t *current_renderbuffer;
1576 /* DirectDraw clippers */
1577 IWineD3DClipper *clipper;
1579 /* DirectDraw Overlay handling */
1580 RECT overlay_srcrect;
1581 RECT overlay_destrect;
1582 IWineD3DSurfaceImpl *overlay_dest;
1583 struct list overlays;
1584 struct list overlay_entry;
1587 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1588 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1590 /* Predeclare the shared Surface functions */
1591 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1592 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1597 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1598 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1599 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1600 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1601 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1602 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1603 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1604 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1605 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1606 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1609 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1610 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1611 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1612 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1613 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1614 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1615 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1616 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1617 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1618 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1619 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1620 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1621 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1622 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1623 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1625 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1626 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1627 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1628 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1630 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1631 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1632 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1633 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1635 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1637 /* Surface flags: */
1638 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1639 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1640 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1641 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1642 #define SFLAG_DISCARD 0x00000010 /* ??? */
1643 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1644 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1645 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1646 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1647 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1648 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1649 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1650 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1651 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1652 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1653 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1654 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1655 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1656 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1657 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1658 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1659 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1660 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1662 /* In some conditions the surface memory must not be freed:
1663 * SFLAG_OVERSIZE: Not all data can be kept in GL
1664 * SFLAG_CONVERTED: Converting the data back would take too long
1665 * SFLAG_DIBSECTION: The dib code manages the memory
1666 * SFLAG_LOCKED: The app requires access to the surface data
1667 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1668 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1669 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1670 * SFLAG_CLIENT: OpenGL uses our memory as backup
1672 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1673 SFLAG_CONVERTED | \
1674 SFLAG_DIBSECTION | \
1675 SFLAG_LOCKED | \
1676 SFLAG_DYNLOCK | \
1677 SFLAG_DYNCHANGE | \
1678 SFLAG_USERPTR | \
1679 SFLAG_PBO | \
1680 SFLAG_CLIENT)
1682 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1683 SFLAG_INTEXTURE | \
1684 SFLAG_INDRAWABLE)
1686 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1687 SFLAG_DS_OFFSCREEN)
1688 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1690 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1692 typedef enum {
1693 NO_CONVERSION,
1694 CONVERT_PALETTED,
1695 CONVERT_PALETTED_CK,
1696 CONVERT_CK_565,
1697 CONVERT_CK_5551,
1698 CONVERT_CK_4444,
1699 CONVERT_CK_4444_ARGB,
1700 CONVERT_CK_1555,
1701 CONVERT_555,
1702 CONVERT_CK_RGB24,
1703 CONVERT_CK_8888,
1704 CONVERT_CK_8888_ARGB,
1705 CONVERT_RGB32_888,
1706 CONVERT_V8U8,
1707 CONVERT_L6V5U5,
1708 CONVERT_X8L8V8U8,
1709 CONVERT_Q8W8V8U8,
1710 CONVERT_V16U16,
1711 CONVERT_A4L4,
1712 CONVERT_G16R16,
1713 } CONVERT_TYPES;
1715 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1717 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1719 /*****************************************************************************
1720 * IWineD3DVertexDeclaration implementation structure
1722 typedef struct attrib_declaration {
1723 DWORD usage;
1724 DWORD idx;
1725 } attrib_declaration;
1727 #define MAX_ATTRIBS 16
1729 typedef struct IWineD3DVertexDeclarationImpl {
1730 /* IUnknown Information */
1731 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1732 LONG ref;
1734 IUnknown *parent;
1735 IWineD3DDeviceImpl *wineD3DDevice;
1737 WINED3DVERTEXELEMENT *pDeclarationWine;
1738 BOOL *ffp_valid;
1739 UINT declarationWNumElements;
1741 DWORD streams[MAX_STREAMS];
1742 UINT num_streams;
1743 BOOL position_transformed;
1744 BOOL half_float_conv_needed;
1746 /* Ordered array of declaration types that need swizzling in a vshader */
1747 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1748 UINT num_swizzled_attribs;
1749 } IWineD3DVertexDeclarationImpl;
1751 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1753 /*****************************************************************************
1754 * IWineD3DStateBlock implementation structure
1757 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1758 /* Note: Very long winded but gl Lists are not flexible enough */
1759 /* to resolve everything we need, so doing it manually for now */
1760 typedef struct SAVEDSTATES {
1761 BOOL indices;
1762 BOOL material;
1763 BOOL streamSource[MAX_STREAMS];
1764 BOOL streamFreq[MAX_STREAMS];
1765 BOOL textures[MAX_COMBINED_SAMPLERS];
1766 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1767 BOOL viewport;
1768 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1769 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1770 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1771 BOOL clipplane[MAX_CLIPPLANES];
1772 BOOL vertexDecl;
1773 BOOL pixelShader;
1774 WORD pixelShaderConstantsB;
1775 WORD pixelShaderConstantsI;
1776 BOOL *pixelShaderConstantsF;
1777 BOOL vertexShader;
1778 WORD vertexShaderConstantsB;
1779 WORD vertexShaderConstantsI;
1780 BOOL *vertexShaderConstantsF;
1781 BOOL scissorRect;
1782 } SAVEDSTATES;
1784 typedef struct {
1785 struct list entry;
1786 DWORD count;
1787 DWORD idx[13];
1788 } constants_entry;
1790 struct StageState {
1791 DWORD stage;
1792 DWORD state;
1795 struct IWineD3DStateBlockImpl
1797 /* IUnknown fields */
1798 const IWineD3DStateBlockVtbl *lpVtbl;
1799 LONG ref; /* Note: Ref counting not required */
1801 /* IWineD3DStateBlock information */
1802 IUnknown *parent;
1803 IWineD3DDeviceImpl *wineD3DDevice;
1804 WINED3DSTATEBLOCKTYPE blockType;
1806 /* Array indicating whether things have been set or changed */
1807 SAVEDSTATES changed;
1808 struct list set_vconstantsF;
1809 struct list set_pconstantsF;
1811 /* Vertex Shader Declaration */
1812 IWineD3DVertexDeclaration *vertexDecl;
1814 IWineD3DVertexShader *vertexShader;
1816 /* Vertex Shader Constants */
1817 BOOL vertexShaderConstantB[MAX_CONST_B];
1818 INT vertexShaderConstantI[MAX_CONST_I * 4];
1819 float *vertexShaderConstantF;
1821 /* Stream Source */
1822 BOOL streamIsUP;
1823 UINT streamStride[MAX_STREAMS];
1824 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1825 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1826 UINT streamFreq[MAX_STREAMS + 1];
1827 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1829 /* Indices */
1830 IWineD3DIndexBuffer* pIndexData;
1831 INT baseVertexIndex;
1832 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1834 /* Transform */
1835 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1837 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1838 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1839 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1840 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1841 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1843 /* Clipping */
1844 double clipplane[MAX_CLIPPLANES][4];
1845 WINED3DCLIPSTATUS clip_status;
1847 /* ViewPort */
1848 WINED3DVIEWPORT viewport;
1850 /* Material */
1851 WINED3DMATERIAL material;
1853 /* Pixel Shader */
1854 IWineD3DPixelShader *pixelShader;
1856 /* Pixel Shader Constants */
1857 BOOL pixelShaderConstantB[MAX_CONST_B];
1858 INT pixelShaderConstantI[MAX_CONST_I * 4];
1859 float *pixelShaderConstantF;
1861 /* RenderState */
1862 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1864 /* Texture */
1865 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1867 /* Texture State Stage */
1868 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1869 DWORD lowest_disabled_stage;
1870 /* Sampler States */
1871 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1873 /* Scissor test rectangle */
1874 RECT scissorRect;
1876 /* Contained state management */
1877 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1878 unsigned int num_contained_render_states;
1879 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1880 unsigned int num_contained_transform_states;
1881 DWORD contained_vs_consts_i[MAX_CONST_I];
1882 unsigned int num_contained_vs_consts_i;
1883 DWORD contained_vs_consts_b[MAX_CONST_B];
1884 unsigned int num_contained_vs_consts_b;
1885 DWORD *contained_vs_consts_f;
1886 unsigned int num_contained_vs_consts_f;
1887 DWORD contained_ps_consts_i[MAX_CONST_I];
1888 unsigned int num_contained_ps_consts_i;
1889 DWORD contained_ps_consts_b[MAX_CONST_B];
1890 unsigned int num_contained_ps_consts_b;
1891 DWORD *contained_ps_consts_f;
1892 unsigned int num_contained_ps_consts_f;
1893 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1894 unsigned int num_contained_tss_states;
1895 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1896 unsigned int num_contained_sampler_states;
1899 extern void stateblock_savedstates_set(
1900 IWineD3DStateBlock* iface,
1901 SAVEDSTATES* states,
1902 BOOL value);
1904 extern void stateblock_copy(
1905 IWineD3DStateBlock* destination,
1906 IWineD3DStateBlock* source);
1908 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1910 /* Direct3D terminology with little modifications. We do not have an issued state
1911 * because only the driver knows about it, but we have a created state because d3d
1912 * allows GetData on a created issue, but opengl doesn't
1914 enum query_state {
1915 QUERY_CREATED,
1916 QUERY_SIGNALLED,
1917 QUERY_BUILDING
1919 /*****************************************************************************
1920 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1922 typedef struct IWineD3DQueryImpl
1924 const IWineD3DQueryVtbl *lpVtbl;
1925 LONG ref; /* Note: Ref counting not required */
1927 IUnknown *parent;
1928 /*TODO: replace with iface usage */
1929 #if 0
1930 IWineD3DDevice *wineD3DDevice;
1931 #else
1932 IWineD3DDeviceImpl *wineD3DDevice;
1933 #endif
1935 /* IWineD3DQuery fields */
1936 enum query_state state;
1937 WINED3DQUERYTYPE type;
1938 /* TODO: Think about using a IUnknown instead of a void* */
1939 void *extendedData;
1942 } IWineD3DQueryImpl;
1944 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1945 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1946 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1948 /* Datastructures for IWineD3DQueryImpl.extendedData */
1949 typedef struct WineQueryOcclusionData {
1950 GLuint queryId;
1951 WineD3DContext *ctx;
1952 } WineQueryOcclusionData;
1954 typedef struct WineQueryEventData {
1955 GLuint fenceId;
1956 WineD3DContext *ctx;
1957 } WineQueryEventData;
1959 /*****************************************************************************
1960 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1963 typedef struct IWineD3DSwapChainImpl
1965 /*IUnknown part*/
1966 const IWineD3DSwapChainVtbl *lpVtbl;
1967 LONG ref; /* Note: Ref counting not required */
1969 IUnknown *parent;
1970 IWineD3DDeviceImpl *wineD3DDevice;
1972 /* IWineD3DSwapChain fields */
1973 IWineD3DSurface **backBuffer;
1974 IWineD3DSurface *frontBuffer;
1975 WINED3DPRESENT_PARAMETERS presentParms;
1976 DWORD orig_width, orig_height;
1977 WINED3DFORMAT orig_fmt;
1978 WINED3DGAMMARAMP orig_gamma;
1980 long prev_time, frames; /* Performance tracking */
1981 unsigned int vSyncCounter;
1983 WineD3DContext **context; /* Later a array for multithreading */
1984 unsigned int num_contexts;
1986 HWND win_handle;
1987 } IWineD3DSwapChainImpl;
1989 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1990 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1991 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1993 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1994 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1995 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1996 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1997 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1998 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1999 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2000 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2001 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2002 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2003 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2004 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2006 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2008 /*****************************************************************************
2009 * Utility function prototypes
2012 /* Trace routines */
2013 const char* debug_d3dformat(WINED3DFORMAT fmt);
2014 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2015 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2016 const char* debug_d3dusage(DWORD usage);
2017 const char* debug_d3dusagequery(DWORD usagequery);
2018 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2019 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2020 const char* debug_d3ddeclusage(BYTE usage);
2021 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2022 const char* debug_d3drenderstate(DWORD state);
2023 const char* debug_d3dsamplerstate(DWORD state);
2024 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2025 const char* debug_d3dtexturestate(DWORD state);
2026 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2027 const char* debug_d3dpool(WINED3DPOOL pool);
2028 const char *debug_fbostatus(GLenum status);
2029 const char *debug_glerror(GLenum error);
2030 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2031 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2032 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2033 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2034 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2035 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2037 /* Routines for GL <-> D3D values */
2038 GLenum StencilOp(DWORD op);
2039 GLenum CompareFunc(DWORD func);
2040 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2041 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2042 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2043 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2044 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2045 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2046 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2048 void surface_force_reload(IWineD3DSurface *iface);
2049 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2050 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2051 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2052 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2053 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2054 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2056 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2057 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2059 /* Math utils */
2060 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2061 unsigned int count_bits(unsigned int mask);
2062 UINT wined3d_log2i(UINT32 x);
2064 /*****************************************************************************
2065 * To enable calling of inherited functions, requires prototypes
2067 * Note: Only require classes which are subclassed, ie resource, basetexture,
2070 /* IWineD3DVertexBuffer */
2071 extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2073 /* TODO: Make this dynamic, based on shader limits ? */
2074 #define MAX_REG_ADDR 1
2075 #define MAX_REG_TEMP 32
2076 #define MAX_REG_TEXCRD 8
2077 #define MAX_REG_INPUT 12
2078 #define MAX_REG_OUTPUT 12
2079 #define MAX_CONST_I 16
2080 #define MAX_CONST_B 16
2082 /* FIXME: This needs to go up to 2048 for
2083 * Shader model 3 according to msdn (and for software shaders) */
2084 #define MAX_LABELS 16
2086 typedef struct semantic {
2087 DWORD usage;
2088 DWORD reg;
2089 } semantic;
2091 typedef struct local_constant {
2092 struct list entry;
2093 unsigned int idx;
2094 DWORD value[4];
2095 } local_constant;
2097 typedef struct shader_reg_maps {
2098 DWORD shader_version;
2099 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2100 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2101 char address[MAX_REG_ADDR]; /* vertex */
2102 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2103 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2104 char attributes[MAX_ATTRIBS]; /* vertex */
2105 char labels[MAX_LABELS]; /* pixel, vertex */
2106 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2108 /* Sampler usage tokens
2109 * Use 0 as default (bit 31 is always 1 on a valid token) */
2110 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2111 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2112 char usesnrm, vpos, usesdsy;
2113 char usesrelconstF;
2115 /* Whether or not loops are used in this shader, and nesting depth */
2116 unsigned loop_depth;
2118 /* Whether or not this shader uses fog */
2119 char fog;
2121 } shader_reg_maps;
2123 /* Undocumented opcode controls */
2124 #define INST_CONTROLS_SHIFT 16
2125 #define INST_CONTROLS_MASK 0x00ff0000
2127 typedef enum COMPARISON_TYPE {
2128 COMPARISON_GT = 1,
2129 COMPARISON_EQ = 2,
2130 COMPARISON_GE = 3,
2131 COMPARISON_LT = 4,
2132 COMPARISON_NE = 5,
2133 COMPARISON_LE = 6
2134 } COMPARISON_TYPE;
2136 typedef struct SHADER_OPCODE {
2137 unsigned int opcode;
2138 const char* name;
2139 const char* glname;
2140 char dst_token;
2141 CONST UINT num_params;
2142 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2143 DWORD min_version;
2144 DWORD max_version;
2145 } SHADER_OPCODE;
2147 typedef struct SHADER_OPCODE_ARG {
2148 IWineD3DBaseShader* shader;
2149 const shader_reg_maps *reg_maps;
2150 CONST SHADER_OPCODE* opcode;
2151 DWORD opcode_token;
2152 DWORD dst;
2153 DWORD dst_addr;
2154 DWORD predicate;
2155 DWORD src[4];
2156 DWORD src_addr[4];
2157 SHADER_BUFFER* buffer;
2158 } SHADER_OPCODE_ARG;
2160 typedef struct SHADER_LIMITS {
2161 unsigned int temporary;
2162 unsigned int texcoord;
2163 unsigned int sampler;
2164 unsigned int constant_int;
2165 unsigned int constant_float;
2166 unsigned int constant_bool;
2167 unsigned int address;
2168 unsigned int packed_output;
2169 unsigned int packed_input;
2170 unsigned int attributes;
2171 unsigned int label;
2172 } SHADER_LIMITS;
2174 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2175 maintain state information between multiple codes */
2176 typedef struct SHADER_PARSE_STATE {
2177 unsigned int current_row;
2178 DWORD texcoord_w[2];
2179 } SHADER_PARSE_STATE;
2181 #ifdef __GNUC__
2182 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2183 #else
2184 #define PRINTF_ATTR(fmt,args)
2185 #endif
2187 /* Base Shader utility functions.
2188 * (may move callers into the same file in the future) */
2189 extern int shader_addline(
2190 SHADER_BUFFER* buffer,
2191 const char* fmt, ...) PRINTF_ATTR(2,3);
2193 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2195 /* Vertex shader utility functions */
2196 extern BOOL vshader_get_input(
2197 IWineD3DVertexShader* iface,
2198 BYTE usage_req, BYTE usage_idx_req,
2199 unsigned int* regnum);
2201 extern BOOL vshader_input_is_color(
2202 IWineD3DVertexShader* iface,
2203 unsigned int regnum);
2205 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2207 /* GLSL helper functions */
2208 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2210 /*****************************************************************************
2211 * IDirect3DBaseShader implementation structure
2213 typedef struct IWineD3DBaseShaderClass
2215 LONG ref;
2216 SHADER_LIMITS limits;
2217 SHADER_PARSE_STATE parse_state;
2218 CONST SHADER_OPCODE *shader_ins;
2219 DWORD *function;
2220 UINT functionLength;
2221 BOOL is_compiled;
2222 UINT cur_loop_depth, cur_loop_regno;
2223 BOOL load_local_constsF;
2224 BOOL uses_bool_consts, uses_int_consts;
2226 /* Type of shader backend */
2227 int shader_mode;
2229 /* Programs this shader is linked with */
2230 struct list linked_programs;
2232 /* Immediate constants (override global ones) */
2233 struct list constantsB;
2234 struct list constantsF;
2235 struct list constantsI;
2236 shader_reg_maps reg_maps;
2238 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2239 UINT num_sampled_samplers;
2241 UINT recompile_count;
2243 /* Pointer to the parent device */
2244 IWineD3DDevice *device;
2245 struct list shader_list_entry;
2247 } IWineD3DBaseShaderClass;
2249 typedef struct IWineD3DBaseShaderImpl {
2250 /* IUnknown */
2251 const IWineD3DBaseShaderVtbl *lpVtbl;
2253 /* IWineD3DBaseShader */
2254 IWineD3DBaseShaderClass baseShader;
2255 } IWineD3DBaseShaderImpl;
2257 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2258 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2259 void shader_cleanup(IWineD3DBaseShader *iface);
2260 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2261 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2262 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2264 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2265 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2267 static inline int shader_get_regtype(const DWORD param) {
2268 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2269 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2272 static inline int shader_get_writemask(const DWORD param) {
2273 return param & WINED3DSP_WRITEMASK_ALL;
2276 static inline BOOL shader_is_pshader_version(DWORD token) {
2277 return 0xFFFF0000 == (token & 0xFFFF0000);
2280 static inline BOOL shader_is_vshader_version(DWORD token) {
2281 return 0xFFFE0000 == (token & 0xFFFF0000);
2284 static inline BOOL shader_is_comment(DWORD token) {
2285 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2288 static inline BOOL shader_is_scalar(DWORD param) {
2289 DWORD reg_type = shader_get_regtype(param);
2290 DWORD reg_num;
2292 switch (reg_type) {
2293 case WINED3DSPR_RASTOUT:
2294 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2295 /* oFog & oPts */
2296 return TRUE;
2298 /* oPos */
2299 return FALSE;
2301 case WINED3DSPR_DEPTHOUT: /* oDepth */
2302 case WINED3DSPR_CONSTBOOL: /* b# */
2303 case WINED3DSPR_LOOP: /* aL */
2304 case WINED3DSPR_PREDICATE: /* p0 */
2305 return TRUE;
2307 case WINED3DSPR_MISCTYPE:
2308 reg_num = param & WINED3DSP_REGNUM_MASK;
2309 switch(reg_num) {
2310 case 0: /* vPos */
2311 return FALSE;
2312 case 1: /* vFace */
2313 return TRUE;
2314 default:
2315 return FALSE;
2318 default:
2319 return FALSE;
2323 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2324 local_constant* lconst;
2326 if(This->baseShader.load_local_constsF) return FALSE;
2327 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2328 if(lconst->idx == reg) return TRUE;
2330 return FALSE;
2334 /*****************************************************************************
2335 * IDirect3DVertexShader implementation structure
2337 typedef struct IWineD3DVertexShaderImpl {
2338 /* IUnknown parts*/
2339 const IWineD3DVertexShaderVtbl *lpVtbl;
2341 /* IWineD3DBaseShader */
2342 IWineD3DBaseShaderClass baseShader;
2344 /* IWineD3DVertexShaderImpl */
2345 IUnknown *parent;
2347 DWORD usage;
2349 /* The GL shader */
2350 GLuint prgId;
2352 /* Vertex shader input and output semantics */
2353 semantic semantics_in [MAX_ATTRIBS];
2354 semantic semantics_out [MAX_REG_OUTPUT];
2356 /* Ordered array of attributes that are swizzled */
2357 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2358 UINT num_swizzled_attribs;
2360 UINT min_rel_offset, max_rel_offset;
2361 UINT rel_offset;
2363 UINT recompile_count;
2364 } IWineD3DVertexShaderImpl;
2365 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2366 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2367 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2369 /*****************************************************************************
2370 * IDirect3DPixelShader implementation structure
2372 struct ps_compiled_shader {
2373 struct ps_compile_args args;
2374 GLuint prgId;
2377 typedef struct IWineD3DPixelShaderImpl {
2378 /* IUnknown parts */
2379 const IWineD3DPixelShaderVtbl *lpVtbl;
2381 /* IWineD3DBaseShader */
2382 IWineD3DBaseShaderClass baseShader;
2384 /* IWineD3DPixelShaderImpl */
2385 IUnknown *parent;
2387 /* Pixel shader input semantics */
2388 semantic semantics_in [MAX_REG_INPUT];
2389 DWORD input_reg_map[MAX_REG_INPUT];
2390 BOOL input_reg_used[MAX_REG_INPUT];
2391 int declared_in_count;
2393 /* The GL shader */
2394 struct ps_compiled_shader *gl_shaders;
2395 UINT num_gl_shaders;
2397 /* Some information about the shader behavior */
2398 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2399 char numbumpenvmatconsts;
2400 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2401 char vpos_uniform;
2402 } IWineD3DPixelShaderImpl;
2404 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2405 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2406 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2407 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2409 /* sRGB correction constants */
2410 static const float srgb_cmp = 0.0031308;
2411 static const float srgb_mul_low = 12.92;
2412 static const float srgb_pow = 0.41666;
2413 static const float srgb_mul_high = 1.055;
2414 static const float srgb_sub_high = 0.055;
2416 /*****************************************************************************
2417 * IWineD3DPalette implementation structure
2419 struct IWineD3DPaletteImpl {
2420 /* IUnknown parts */
2421 const IWineD3DPaletteVtbl *lpVtbl;
2422 LONG ref;
2424 IUnknown *parent;
2425 IWineD3DDeviceImpl *wineD3DDevice;
2427 /* IWineD3DPalette */
2428 HPALETTE hpal;
2429 WORD palVersion; /*| */
2430 WORD palNumEntries; /*| LOGPALETTE */
2431 PALETTEENTRY palents[256]; /*| */
2432 /* This is to store the palette in 'screen format' */
2433 int screen_palents[256];
2434 DWORD Flags;
2437 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2438 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2440 /* DirectDraw utility functions */
2441 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2443 /*****************************************************************************
2444 * Pixel format management
2447 struct GlPixelFormatDesc
2449 GLint glInternal;
2450 GLint glGammaInternal;
2451 GLint rtInternal;
2452 GLint glFormat;
2453 GLint glType;
2454 unsigned int Flags;
2455 float heightscale;
2456 struct color_fixup_desc color_fixup;
2459 typedef struct {
2460 WINED3DFORMAT format;
2461 DWORD alphaMask, redMask, greenMask, blueMask;
2462 UINT bpp;
2463 short depthSize, stencilSize;
2464 BOOL isFourcc;
2465 } StaticPixelFormatDesc;
2467 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2468 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2470 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2471 return (device->vs_selected_mode != SHADER_NONE
2472 && device->stateBlock->vertexShader
2473 && !device->strided_streams.u.s.position_transformed);
2476 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2477 return (device->ps_selected_mode != SHADER_NONE
2478 && device->stateBlock->pixelShader);
2481 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2482 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2483 #endif